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Topics - Weftin

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Mods / [0.95a] Weftin's Ship Pack
« on: September 25, 2021, 10:29:40 AM »


Made with spritework from keptin's mod the Intserstellar Federation
Current mod version: v1.01 | Updated 12/14/21

This mod is NOT an attempt to remake Keptin's Interstellar Federation, it only uses the same sprite work for ships.

This mod is the first one I have ever released, expect bugs, misspellings, and balance issues
If you have any suggestions or find any issues let me know!

While this was originally intended to be a faction mod school exists and I've never even made a mod before so I thought it best to actually make a simple mod before doing anything wacky.

Adds 21 Midline ships (with some high tech flavor added in) to the sector.

The Ships
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Frigates
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The Cavalier Class Frigate

The Morris Class Frigate

Humber Class Missile Frigate

Otter Class Scout

Daimler Class Prototype Frigate

Ram Class Missile Frigate
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Destroyers
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Armadillo Class Destroyer

Sentinel Class Heavy Destroyer

Covenanter Class Screen Carrier

Chaffee Class Gunship
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Cruisers
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Deacon Class Cruiser Carrier

Crusader Class Prototype Cruiser

Archer Class Anti-Capital Cruiser

Valiant Class Utility Cruiser

Challenger Class Light Cruiser
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Capital
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Churchill Class Battleship

Cromwell Class Carrier
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Civilian
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Rhino Class Freighter

Rover Class Fuel Barge

Marmon Class Freighter
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Download is here or in the banner at the top

Changelog
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removed all updates before 0.9 to reduce the clutter on this page

v0.9 public beta release
# this release will be used primarily to get feedback on balance and
# be a far more thorough dive into any remaining issues the mod will likely have

#hoping to do a bunch of mini updates to convince myself that I can label it 1.0
v0.9.01 Deacon modified 9/28/21
changed deacon system from drond_pd to drone_pd_x2
#for some unknown reason, drone_pd was causing crashes in the custom production hopefully this duct tape fix works

v0.9.1 Stuffwriters suggestions 9/29/21
>Churchill
 - OP increased from 200 to 260
 #followed the suggestions from the Modding Guidelines
 - Non-pd weapon arcs shrunk
 #making it harder for the churchill to focus fire
 - flux dissapation increased from 1200 to 1500
 #far better dissapation than the paragon, will allow it to do sustained fire despite is low capacity
 - shield upkeep lowered to 0.2 from 0.3
 - shield arc decreased from 360 to 270
 - shield efficiency increased from 0.8 to 1
 #tweaking the shields should make them weaker
 - min crew increased for 445 to 600
 - max crew increased from 600 to 750
 - hitpoints decreased from 20000 to 19000
 - max speed decreased from 45 to 30
 - acceleration decreased from 18 to 15
 - deceleration decreased from 15 to 13
 #these various tweaks should further weaken the churchill and with the OP change result in a less OP starved better off ship

>Chaffee
 - flux capacity decreased from 7500 to 6900
 #used suggestions from the modding guidelines
 - flux dissapation increased from 500 to 550
 - shield upkeep lowered from 0.4 to 0.2
 #should help with the flux cost for it's main weapon
 - top speed increased from 80 to 100
 #10 faster than a sunder
 - acceleration increased from 60 to 80
 - deceleration increased from 40 to 60
 - max turn rate increased from 25 to 30
 - turn acceleration increased from 20 to 30
 #these stats are copied from the sunder
#I knew this ship would be very difficult to balance from the day it was made
#I'm hoping these changes make it a solid ship and not just a gimick but we'll see

>Alecto
 - added medium gun turret
 - flux dissapation increased from 60 to 250
 - flux capacity decreased from 7000 to 3200
 #looks better and fixes it's low firepower issue

>Humber
 - value decreased from 16000 to 13000
 - supply maintainence decreased from 4 to 3
 - combat recovery cost decreased from 4 to 3
 #it's cheaper to match it's performence better

>Challenger
 - increased top speed from 45 to 60
 - increased acceleration from 20 to 40
 - increased deceleartion from 10 to 30
 - increased max turn rate from 15 to 25
 - increased turn acceleration from 10 to 25
 - decreased base value from 125000 to 100000
 - reclassified as a light cruiser
 - modified description
 #the speed changes should make up for it's lackluster firepower, while the text edits explain it

v0.9.2 and v0.9.3 balance sweep
#flux and OP has been noted as an issue, this update will attempt to fix that
#all OP changes were done with the suggestions modding guidelines
>Archer
 - OP decreased from 140 to 120
 - Weapon arcs adjusted
>Armadillo
 - OP increased from 60 to 65
 - Flux cap decreased from 6000 to 2500
 - Flux vent decreased from 600 to 200
 #the flux stats on this one confuse me, I have no idea why they were that high
 - Ship System changed to Missile Autoforge from Fast Missile Racks
>Cavalier
 - Flux vents increased from 250 to 300
 - Flux cap decreased from 2000 to 1800
>Chaffee
 - adjusted weapon arcs
 - increased OP from 80 to 85
>Covenanter
 - increased OP from 50 to 90
 #oops
 - decreased HP from 5500 to 4000
 - decreased flux vents from 150 to 70
>Alecto
 - Renamed to Daimler since SCY has an Alecto class
 #I should of sweeped through popular mods to check for overlap oops
>Cromwell
 - OP increased from 225 to 310
 - Weapon arcs modified
>Deacon
 - OP increased from 130 to 160
>Humber
 - Flux cap increased from 1000 to 1100
>Ram
 - OP increased from 50 to 60
>Sentinel
 - Flux cap decreased from 4000 to 3000
 - Flux vent decreased from 450 to 300
#I'm pushing this update out since I think it's done, I'll be taking a look at hull and armor values for the next one

v0.9.3 to v1
#I forgot to update the change log AHHHHHHHHHHHHHHHHHHHHHHH
I did a lot of small changes to various ships, tweaked hull and armor values there, speed change there, etc.
I think the mod could be called 'done' since bugs SHOULD be ironed out but we'll see

v1.01
Changed Rover base value from 2500 to 25000
I left out a zero oops
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